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Old 04-12-10, 04:15 PM   #751
fred8615
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Originally Posted by peabody View Post
Better think that one over, if you put them at 0 one gun will be upside down since you have a Z rotation also. You need to set 1 to 0 and 178.2 to 180.
Does this fix the overshooting problem, or just the won't shoot at a certain angle problem? And which .dat file?
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Old 04-12-10, 04:27 PM   #752
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@Peabody, that's what I meant, sorry for the oversight!

@Fred, I'm not sure how to set the gun's parameters to fire at shallower angles and the like, but the fix here involves NSS_Nautilus.dat in your Submarine folder, it will fix the overshooting problem
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Old 04-12-10, 04:34 PM   #753
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Originally Posted by fred8615 View Post
Does this fix the overshooting problem, or just the won't shoot at a certain angle problem? And which .dat file?
I think it only fixes the overshoot, I didn't set up the gun, I only did the files so they could put two guns on the sub (which you normally can't do), I didn't set up the fire restrictions. There are some conflict with data in the obj_turret vs. the wpn_cannon that need to be looked at. And the fire restrictions need to be checked also if you are having a problem.

To answer your other post, there are situations where you can shoot yourself, if you don't set fire restrictions. So if you have areas that you can not shoot it may be set that way for a reason. I am sure when the team gets a chance they will check it out, if there is a problem.

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Old 04-12-10, 04:37 PM   #754
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Originally Posted by Sledgehammer427 View Post
@Fred, I'm not sure how to set the gun's parameters to fire at shallower angles and the like, but the fix here involves NSS_Nautilus.dat in your Submarine folder, it will fix the overshooting problem
Thanks.

On the won't shoot sometimes problem, it appears that even though the gun is a fore deck gun, it *thinks* it's an aft deck gun, and thus won't shoot because it thinks the conning tower is in the way. If that helps.
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Old 04-12-10, 05:18 PM   #755
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I only modified the M01 setting it back to 0, didn't touch the second gun and when I tried I could shoot forward towards the bow.

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Old 04-12-10, 07:11 PM   #756
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Did the RFB crew problem get resolved, or is the rebuild all consuming at this time? I think it was to be tested last weekend from earlier posts. No rush, or onus intended, just looking for a heads up on the intent.
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Old 04-12-10, 07:35 PM   #757
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I do believe LukeFF said (and I'm not quoting here) that the Narwhal fixes will be in the next RFB Patch
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Old 04-13-10, 01:34 AM   #758
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Yes LukeFF is working on integrating the sub in RFB. I too am eagerly awaiting this.


@SH427 : I would like to see the blueprints that you are using to "redo" the sub.

hull length is :

10.554 in 3DS

106 m in RL

As for the hull shape, without schematics showing the exact curvature of the hull per section, there is no way you will be precise.

it was already very hard getting it where it is, with the 3D deck and all, I would've liked to see pictures of your work first.

Know that for every piece you change you'll need to redo the AO map as the shading is not dynamic like in SH5 ..

So you'd need :

- an early war tower
- a post 1942 tower with additionnal stuff on it
- a new hull with the extra torpedo tubes both fore and aft to be historically accurate for a later Narwhal and non-reloadable external tubes. resizing the whole hull won't work as the rudder and torpedo doors openings will be too large.
- a new guns deck, mine was based on high res photographs and the blueprint used at the beginning of this thread
- a new DG and DG base model more accurate than mine which for the barrel diameter was based both on photographs and SH4 stock gun sizes.
- new inside details : tubes, plates etc...
etc..

all of those come with 2 uv maps, AO map, Bump map for the hull, then you'll need to fix the doors animation, since you'll have in effect moved the hull...



you'll also need to figure out how to switch hulls like we do towers, as the reworked Narwhal has those extra 4 non-reloadable tubes (this really interrests me as I need it for the Class T sub too)

well that's quite an undertaking to say the least ! if you browse through the 51 pages of this thread you'll find most if not all of the stuff I found : blueprints, high res photographs etc.. with the link to the original page.


Narwhal DG fix :

change the M01 X rotation setting back to x=0 y=0 z=0.

change the M02 X rotation setting back to x=3,141593 y=0 z=3,141593.



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Old 04-13-10, 06:59 AM   #759
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Quote:
Originally Posted by keltos01 View Post
@SH427 : I would like to see the blueprints that you are using to "redo" the sub.
I'll throw a .rar together with the blues and reference pictures. as well as the new sub model, in case you take a shine to it




Quote:
So you'd need :

- an early war tower
done
Quote:
- a post 1942 tower with additionnal stuff on it
I have some pictures of a late war tower, actually, I got them from a high-detail resin model that I was planning on buying
Quote:
- a new hull with the extra torpedo tubes both fore and aft to be historically accurate for a later Narwhal and non-reloadable external tubes. resizing the whole hull won't work as the rudder and torpedo doors openings will be too large.
you were better perpared to do this than I, you already had one with the new external tubes made IIRC, I can add a set of tubes under the gun deck...
Quote:
- a new guns deck, mine was based on high res photographs and the blueprint used at the beginning of this thread
again, the design I made was taken from the high-detail model, it looks pretty good, too bad it's just a gundeck and people won't pay much attention to it after they notice it's there
Quote:
- a new DG and DG base model more accurate than mine which for the barrel diameter was based both on photographs and SH4 stock gun sizes.
I think the deckgun is fine, the only thing we forgot is the seats. and the sights.
Quote:
- new inside details : tubes, plates etc...
etc..
I slapped the entire model together when I scaled it up so the details are all scaled to that same size....believe me though, I had easier breakdowns after I was ready to put it back into the game.

Quote:
all of those come with 2 uv maps, AO map, Bump map for the hull, then you'll need to fix the doors animation, since you'll have in effect moved the hull...
noticed that...

Quote:
well that's quite an undertaking to say the least !
That it is, but so was making the whole thing to begin with!
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Old 04-13-10, 07:02 AM   #760
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I have some pictures of a late war tower, actually, I got them from a high-detail resin model that I was planning on buying
If you have info about that I'd be glad to see it! I always wanted to build a scale model of the Narwhal
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Old 04-13-10, 07:56 AM   #761
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the model on my blueprints



this latest one of Nautilus shows the hull shapes in the lower left quadrant

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Old 04-13-10, 08:12 AM   #762
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Yeah, your model was correct keltos

The only thing we noticed too late is that there were actually no external tube doors in the rear tubes. Would have saved you a lot of work if not adding them
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Old 04-13-10, 08:32 AM   #763
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Yeah, your model was correct keltos

The only thing we noticed too late is that there were actually no external tube doors in the rear tubes. Would have saved you a lot of work if not adding them



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Old 04-13-10, 08:33 AM   #764
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Default Narwhal Data Package




I have decided to release to the subsimmers all the images and blueprints and data I have gathered on the SS-167 Narwhal and her sistership Nautilus.

This data allowed me to make the donation mod, were I to find out I had more at home I'll upgrade this package.

the links to the various images can be found in the 51 pages of this thread !



download Narwhal Data Package :

http://www.mediafire.com/file/oymyrdwjemt/Narwhal pictures and blueprints.7z



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Old 04-13-10, 09:39 AM   #765
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Quote:
Originally Posted by keltos01 View Post
Narwhal DG fix :

change the M01 X rotation setting back to x=0 y=0 z=0.

change the M02 X rotation setting back to x=3,141593 y=0 z=3,141593.
Oh yes! That's much better!
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